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This is just a bit of idle speculation, as it's a bank holiday here and i was bored. I don't intend to use the following "house rule" just interested in others opinions.

Basically if I was doing the goblins i think i would have suggested the following.

Hobgoblins are blue not red.
All other goblin infantry are green.

BUT allow all goblin infantry to move an additional hex if they fight (like warband)

This means the green lights could move 2 hexes normally but move 3 if they charged into combat. This could make them quite useful. With only 2 dice not exactly lethal, but flexible.

Under the official rules, blue and red goblin infantry are pretty good, but green troops foot and mounted are a bit naff.

All comments above apply to the standard rules, I get the impression this has been officially dealt with by the expansions that add drummers etc which seem to beef up the goblins. Just a shame that makes them more like Dwarves, i would prefer each race had different characteristics, I like the Goblins not being bold, and being frightened, kind of funny, would just be nice if the Greenies were a little quicker.

What do you guys use the light green chameleon goblin cavalry in the basic battlelore set for? I have painted mine up really nice and want to use them, but they do not seem much use.

I actually like the green Goblin calvary. In the base set they are the only units beside the Spider that can move 4 hexes and attack. Also, because they're calvary, most foot units miss on the first sword-on-shield.

I usually hold them in reserve until they're needed to provide support or clean up wounded units, or for when I get a Mounted Charge card. I've used them several times to chase down one-figure units at the end of a game.

I also had a bit of an anti-goblin bias, but with the new units they definitely have their uses--as long as they resist the urge to charge dwarves. It requires a bit of patience to learn to use them correctly.